Crash Bandicoot - Low Poly (Evolution of Characters in Games) - Episode 3
5 replies, posted
[video]https://youtu.be/y3Rjg8JGa9w[/video]
I like the concept of his videos but I wish he went into more detail on the models themselves and their history rather than telling me just what is different and how many more polys it has. He reached out and contacted the crash modeler for the first one to get info on it. If he could dive into some more research for the rest that would be a welcome change.
Was kinda hoping for a Link one after Mario and Sonic but I guess 2 Nintendo IPs within only 3 episodes might be much.
I forgot how great the model for Wrath of Cortex was. In all honesty that game was probably the perfect equilibrium between past gen, and next gen Crash.
[quote=http://all-things-andy-gavin.com/2011/02/04/making-crash-bandicoot-part-3/]Crash was 512 polygons in the first game, with textures only for his spots and his shoelaces, and his model didn’t change much through the 3 platform titles. It took me a month to settle on the perfect 512. As Andy said, we went with non-textured polygons instead of textured ones on most of the characters. Instead of texture, we used corner colors to create the textures that seemed to be there.
There were many advantages to this strategy. The simplest was that we got more polygons. But we also solved a texture stretching and warping issue inherent in the PlayStation’s renderer that tended to make textures look terrible. Since you spent most of your time looking at the character, and he could get quite close to the camera, avoiding texture mess meant a lot for visual quality.[/quote]
[editline]15th May 2017[/editline]
Whoever is doing these videos needs to read more on the subjects he's covering, again this video either gets things wrong or forget the most interesting quirks of the design decisions.
[QUOTE=JohnnyOnFlame;52233103][editline]15th May 2017[/editline]
Whoever is doing these videos needs to read more on the subjects he's covering, again this video either gets things wrong or forget the most interesting quirks of the design decisions.[/QUOTE]
He gave his source for the polycount and textures in the video, and the source was the guy who made the model.
So either he didn't remember correctly, or the article you're quoting got it wrong.
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